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1.
Studies related to biomaterials that stimulate the repair of living tissue have increased considerably, improving the quality of many people's lives that require surgery due to traumatic accidents, bone diseases, bone defects, and reconstructions. Among these biomaterials, bioceramics and bioactive glasses (BGs) have proved to be suitable for coating materials, cement, scaffolds, and nanoparticles, once they present good biocompatibility and degradability, able to generate osteoconduction on the surrounding tissue. However, the role of biomaterials in hard tissue engineering is not restricted to a structural replacement or for guiding tissue regeneration. Nowadays, it is expected that biomaterials develop a multifunctional role when implanted, orchestrating the process of tissue regeneration and providing to the body the capacity to heal itself. In this way, the incorporation of specific metal ions in bioceramics and BGs structure, including magnesium, silver, strontium, lithium, copper, iron, zinc, cobalt, and manganese are currently receiving enhanced interest as biomaterials for biomedical applications. When an ion is incorporated into the bioceramic structure, a new category of material is created, which has several unique properties that overcome the disadvantages of primitive material and favors its use in different biomedical applications. The doping can enhance handling properties, angiogenic and osteogenic performance, and antimicrobial activity. Therefore, this review aims to summarize the effect of selected metal ion dopants into bioceramics and silicate-based BGs in bone tissue engineering. Furthermore, new applications for doped bioceramics and BGs are highlighted, including cancer treatment and drug delivery.  相似文献   
2.
The advances in display technologies and the growing popularity of 3D video systems have attracted more consumers for 3D viewing experiences, and, consequently, the demand for storage and transmission of 3D video content is increasing. To cope with this demand, a 3D video extension of high-efficiency video coding (HEVC) standard is being developed and near the final standardization stage. The upcoming 3D-HEVC standard is expected to provide higher encoding efficiency than its predecessors, supporting multiple views with high resolution, at a cost of considerable increase in computational complexity, which can be an obstacle to its use in real-time applications. This article proposes a novel complexity reduction algorithm developed to optimize the 3D-HEVC intra mode decision targeting real-time video processing for consumer devices with limited computational power, such as 3D camcorders and smartphones equipped with multiple cameras and depth acquisition capabilities. The proposed algorithm analyzes the texture frames and depth maps to estimate the orientation of edges present in the prediction unit data, speeding up the intra prediction process and reducing the 3D-HEVC encoding processing time. Experimental results demonstrate that the proposed algorithm can save 26 % in computational complexity on average with negligible loss of encoding efficiency. This solution contributes to make more feasible the compression of 3D videos targeting real-time applications in power-constrained devices.  相似文献   
3.
This research verified the ability of Lactobacillus rhamnosus encapsulated with inulin to tolerate the simulated digestive system and their viability in a soy blend. Probiotic encapsulated in alginate-chitosan matrix without inulin presented a better encapsulation efficiency (80.92%) than encapsulation with inulin (57.39%). On the 28th day, the count of probiotics decreased by 3.42 and 1.99 logarithmic cycles of free and encapsulated cells without inulin, respectively. In contrast, the microorganisms encapsulated with inulin showed an increase of 1.26 logs CFU g−1. During gastrointestinal simulation, cell counts decreased by 0.78, 1.55 and 1.95 CFU g−1 logs for encapsulated cells without inulin, free and encapsulated with inulin, respectively. Sensory panellists liked the fermented soy blend with encapsulated lactobacilli, and this result shows the possibility to create new probiotic foods of plant origin. Therefore, the alginate/chitosan matrix can be considered adequate for the encapsulation of L. rhamnosus. The inulin reduces the encapsulation efficiency and increases the cell loss in gastrointestinal simulation. Considering cellular losses, the best option for preparing a fermented soy blend is to use L. rhamnosus encapsulated without inulin.  相似文献   
4.
Methyl-xanthines and adrenergic stimulants, such as caffeine and synephrine, are commonly added to food supplements due to their stimulating and thermogenic effects. In addition, the abusive consumption of food supplements with ergogenic and aesthetic purposes has been observed worldwide. This work describes the study of caffeine, p-synephrine, hordenine, octopamine, tyramine, ephedrine and salicin as stimulants in dietary supplements marketed in Brazil for weight loss and physical fitness claims. A total of 94 different products were acquired from 30 Brazilian websites. Thus, the sampling of marketed supplements was performed in virtual commerce (e-commerce) with claims of weight loss, appetite reduction, fat burning and metabolism acceleration. The developed analytical method involved the separation of the stimulants by HPLC with diode array detection (HPLC-DAD) by using a gradient elution of flow rate (0.7–2.5 ml min?1) and mobile phase composition (0.1% H3PO4/methanol). The validated method was applied to the study of 46 dietary supplements. Caffeine, p-synephrine and ephedrine were found to be present as stimulants in 52% of the studied samples marketed as encapsulated or bulk forms. Caffeine was found to be present in concentrations that represent doses from 25.0 to 1476.7 mg day–1. Synephrine was found in concentrations that represent doses from 59.1 to 127.0 mg day–1. Ephedrine was found to be associated with caffeine in one formulation at a concentration representing a 26.1 mg day–1 dosage.  相似文献   
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Despite theoretical advancements in alternative project planning methods the extent of their practical implementation varies strongly; it has been limited especially in the US construction industry. The family of linear, repetitive, and location-based scheduling techniques holds significant but barely substantiated promise by containing multiple variables of interest for integrated analysis and optimization. Yet it is necessary to provide empirical evidence that using such techniques can improve productivity to increase credibility and acceptance by practitioners, because claims of conceptual superiority are only sporadically supported with detailed measures. An analysis is performed to identify relevant decision-making variables, extract challenges that currently limit the corpus of quantitative productivity studies on alternative scheduling to its insufficient size, and reveal opportunities to expand it in breadth and depth. Variables are categorized by their relevance to time, activity, resource and location, as well as the managerial approach. Challenges include the diverse definitions of productivity itself, issues related to achieving generalizability, and the detailed steps of data collection, preparation, and analysis. Opportunities include the guidance from existing but rare studies and well-established research methods such as case studies that can be applied. This is illustrated with a sample project of a high-rise apartment building in Brazil. If alternative methods can be proven to be measurably better for specific applications, there might be a paradigm shift from merely defaulting to traditional but problematic network-based scheduling toward consciously choosing the planning method based on its potential benefits for a project.  相似文献   
7.
Net deposition efficiency of particles on infinite cylinders is shown to be a unique function of the Stokes number and a new dimensionless parameter, the Critical Stokes number. This number is formed with the use of the critical rebound speed. Dimensional analysis and numerical methods can be used to establish the relationship between the net deposition efficiency and the Stokes numbers, and some empirical evidence supports the relationship.  相似文献   
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9.
This work aimed to evaluate the stability of sorghum 3-deoxyanthocyanins (DXA) in model beverages (pH 3.5) elaborated with crude sorghum phenolic extract, containing ascorbic acid and sulphite, under fluorescent light exposure and subjected to heat treatment. There was no significant difference in the DXA degradation during storage under light exposure (24.16%) and absence of light (20.72%). DXA degradation did not differ in the presence of ascorbic acid during storage under light exposure (23.99–25.38%) and absence of light (19.87–21.74%). The addition of sulphite caused an initial bleaching reaction, but as a reversible reaction, the anthocyanin content was higher on the last day of storage compared to the first day. There were no significant differences in total anthocyanin content of all treatments subjected to the heat treatment (80 °C for 5 and 25 min). Thus, crude DXA are very stable under light, additives and heat, and may be useful as natural food colourants.  相似文献   
10.
Virtual reality games for rehabilitation are attracting increasing growth. In particular, there is a demand for games that allow therapists to identify an individual’s difficulties and customize the control of variables, such as speed, size, distance, as well as visual and auditory feedback. This study presents and describes a virtual reality software package (Bridge Games) to promote rehabilitation of individuals living with disabilities and highlights preliminary researches of its use for implementing motor learning and rehabilitation. First, the study presents seven games in the software package that can be chosen by the rehabilitation team, considering the patient’s needs. All game characteristics are described including name, function presentation, objective and valuable measurements for rehabilitation. Second, preliminary results illustrate some applications of two games, considering 343 people with various disabilities and health status. Based on the results, in the Coincident Timing game, there was a main effect of movement sensor type (in this instance the most functional device was the keyboard when compared with Kinect and touch screen) on average time reached by sample analyzed, F(2, 225) = 4.42, p < 0.05. Similarly, in the Challenge! game, a main effect was found for movement sensor type. However, in this case, touch screen provided better performance than Kinect and Leap Motion, F(2, 709) = 5.90, p < 0.01. Thus, Bridge Games is a possible software game to quantify motor learning. Moreover, the findings suggest that motor skills might be practiced differently depending on the environmental interface in which the game may be used.  相似文献   
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